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== Team Composition ==
== Team Composition ==
A '''Team Composition''' is the 6 heroes a team employs in battle. Strategically employing heroes whose abilities complement each other, or who work best with a certain playstyle is significant for team strategy. An example of heroes with complementary abilities are {{HeroIcon|Seven}} and {{HeroIcon|Ivy}}. Seven can use his ultimate, Storm Cloud, as [[Crowd Control|crowd control]] while Ivy can use the ability Air Drop to move him towards opponents. Similarly, {{HeroIcon|Dynamo}} can teleport inside the enemy ranks and start his Singularity, while friendly {{HeroIcon|Infernus}} charges up his Concussive Combustion, guaranteeing that the explosion blasts every target in the vicinity.
A '''Team Composition''' is the 6 heroes a team employs in battle. Strategically employing heroes whose abilities complement each other, or who work best with a certain playstyle is significant for team strategy. An example of heroes with complementary abilities are {{HeroIcon|Seven}} and {{HeroIcon|Ivy}}. Seven can use his ultimate, Storm Cloud, as [[Crowd Control|crowd control]] while Ivy can use the ability Air Drop to move him towards opponents. Similarly, {{HeroIcon|Dynamo}} can teleport inside the enemy ranks and start his Singularity, while a friendly {{HeroIcon|Infernus}} charges up his Concussive Combustion, guaranteeing that the explosion blasts every target in the vicinity.


==Micro Strategies==
==Micro Strategies==


=== Uptime ===
=== Uptime ===
'''Uptime''' is the amount of time you spend actively contributing to something in a match, usually by creating pressure against the enemy team or collecting souls for your team. Time spent farming denizens, harassing enemies, pushing troopers towards enemy guardians and walkers etc. contributes to '''uptime''', as opposed to "downtime" which includes time spent respawning, idly waiting for objectives to spawn, rotating aimlessly around the map etc.
'''Uptime''' is the amount of time you spend actively contributing to something in a match, usually by creating pressure against the enemy team or collecting Souls for your team. Time spent farming Denizens, harassing enemies, pushing troopers towards enemy Guardians, and Walkers contributes to '''uptime''', as opposed to "downtime" which can include time spent respawning, idly waiting for objectives to spawn, and rotating aimlessly around the map.


=== Positioning ===
=== Positioning ===
Managing your '''positioning''' will allow you to control more space on the map, be effective in teamfights, deny enemy pushes, and utilize your hero's abilities most effectively. Controlling more area of the map increases the viable farming area for both Denizens and enemy Troopers for your team. '''Positioning''' in teamfights or in smaller skirmishes is critical, staying safe but active in the fight will allow you to apply pressure to the enemy while removing the opportunity for them to gain an advantage by killing you.  
Managing your '''positioning''' will allow you to control more space on the map, be effective in teamfights, deny enemy pushes, and utilize your Hero's abilities most effectively. Controlling more area of the map increases the viable farming area for both Denizens and enemy Troopers for your team. '''Positioning''' in teamfights or in smaller skirmishes is critical; staying safe but active in the fight will allow you to apply pressure to the enemy while removing the opportunity for them to gain an advantage by killing you.  


=== Cover Usage ===
=== Cover Usage ===
Like any shooter, using corners and walls allows you to be covered against almost all skills and items, since most of them require Line of Sight to be activated or cause damage. Heroes will lean around cover when close to the cover's horizontal edge, exposing their head hitbox.  
Like any shooter, using corners and walls allows you to be covered against almost all skills and items, since most of them require Line of Sight to be activated or cause damage. Heroes will lean around cover when close to the cover's horizontal edge, exposing their head hitbox.  


At present, the third person camera is locked to each hero's right shoulder, which means that peeking on the right side of cover will always expose you less than the left side. Using this to your advantage in the laning phase will give you a significant advantage when trading weapon damage.  
At present, the third person camera is locked to each Hero's right shoulder, which means that peeking on the right side of cover will always expose you less than the left side. Using this to your advantage in the laning phase will give you a significant advantage when trading weapon damage.  


=== Aiming ===
=== Aiming ===
Some heroes require more accuracy and skill expression regarding '''aiming''', such as {{HeroIcon|Vindicta}} but overall '''aiming''' is a crucial part of ''[[Deadlock]]''.
Some Heroes require more accuracy and skill expression regarding '''aiming''', such as {{HeroIcon|Vindicta}} but overall '''aiming''' is a crucial part of ''[[Deadlock]]''.


=== Map Knowledge ===
=== Map Knowledge ===
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=== Movement ===
=== Movement ===
* The process of moving and positioning your hero.
* The process of moving and positioning your Hero.
* Involves [[ziplines]] and [[stamina]] usage in addition to sliding.
* Involves [[Ziplines]] and [[Stamina]] usage in addition to sliding.


=== Troop Management ===
=== Troop Management ===
* The process of killing enemy [[trooper]]s and '''denying''' the enemy from getting [[Souls]] from their Trooper kills.  
* The process of killing enemy [[Trooper]]s and '''denying''' the enemy from getting [[Souls]] from their Trooper kills.  
* Can also be referred to as Creep Management.
* Can also be referred to as Creep Management.


'''Creep/Troop denial''' is a crucial part of the game's laning phase and involves shooting the Souls of one's own trooper when they are killed. This prevents enemy laners from obtaining Soul orbs by killing troopers. Denying souls is still effective after the laning phase, as souls increase in value as the game continues. Denying souls after the lane phase grants all souls to the denier, which can be an effective way to individually gain more souls if you are farming for an important item.  
'''Creep/Troop denial''' is a crucial part of the game's laning phase and involves shooting the Souls of one's own trooper when they are killed. This prevents enemy laners from obtaining Soul Orbs by killing Troopers. Denying Souls is still effective after the laning phase, as Souls increase in value as the game continues. Denying Souls after the lane phase grants all Souls to the denier, which can be an effective way to individually gain more Souls if you are farming for an important item.  


Pushing up lanes by killing enemy Troopers spreads your team's area of control and removes farmable space from the enemy. If your team is able to control more of the map by pushing up troopers, friendly ziplines will extend and allow trooper reinforcements to help push [[Guardian|Guardians]] and [[Walker|Walkers]], further pressing your advantage.
Pushing up lanes by killing enemy Troopers spreads your team's area of control and removes farmable space from the enemy. If your team is able to control more of the map by pushing up Troopers, friendly Ziplines will extend and allow Trooper reinforcements to help push [[Guardian|Guardians]] and [[Walker|Walkers]], further pressing your advantage.